Indiana Jones - Indiana Jones and the Lands of Adventure {WEG45005 }.pdf

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INDIANA JONES™
AND THE
LANDS OF ADVENTURE
DESIGN
Sanford
Berenberg. Bill
Smith.
John Terra
ADDITIONAL MATERIAL
Greg Farshtey.
Shane
Lacy
Hen~ley.
Daniel Scott Palter
DEVELOPMENT
AND
EDITING
Greg
Farshtey
COVER DESIGN
Stephen Crane
GRAPHICS
Steven
Brown. Stephen Crane
COVER PHOTOGRAPH
Lucasfilm Ltd.
INTERIOR
ILLUSTRATION
Steve Bryant. Paul Daly
Publisher:
Daniel Scott Palter
Associate Publisher
/Treasurer:
Denise Patter
Associate Publisher:
Richard
Hawran
Senior
Editor:
Creg Farshtey
Editors:
Miranda
Homer, Bill Olmesdahl, Peter
Schweighofer,
Bill
Smith, Paul Sudlow
Art Di
rector: Stephen
Crane
Graphic
Artists
: Tim Bobko, Steven Brown, Thomas ONeill, Brian Schomburg
Sales
Manager:
Jeff
Kent
Licensing Manager:
Ron
Seiden
Warehouse Manager: Ed
Hill
Accounting: Karen Bayly,
Wendy
Lord,
Kimberly
Riccio
Billing: Amy
Giacobbe
Printed
in Canada
WEST END GAMES
• RR
3
BOX
Z345
HONESDALE. PA 18431
TM
&
©
1995 Lucasfilm Ltd. All Rights Reserved.
Used
Under Authorization
.
MasterBook is a trademark
of
West
End Games
Ltd.
~-
Introduction
................/; . ....
.
Chapter
One:
Europe
...
Chapter Two:
The
Chapter Three·
Th
Chap
lf
Midq1~~swwa
.
.Aiml~
3
and the
Lands of Adventure
Introduction
One
of the most important
aspects of plan-
ning
an
Indiana Jones
adventure
is choosing
a
location
for
it.
The entire
flavor
of
the game
is affected
by where
you set
it
-
that
deter-
mines the
sort
of
artifact
the
characters
are
looking for
(after
all, you wouldn't set
out to
find
a "lost
city
of gold"
in the middle of
France), the
enemies they
will encounter,
and
the kind of
story
you
can best tell.
There
are a
number of important factors to
consider
when
choosing
a location for an ad-
venture:
Does it
Fit
Your Plot?:
The
setting
needs
to fit the plot, both for practical reasons
and
for
reasons
ofatmosphere.
For
example,
ifyou
want your
player
characters
to uncover an
Egyptian tomb,
you
don't
want
to
set
the
adventure in
theAmazonjungle. Even though
a good adventure
should
always
contain
some
of
the unexpected, you
don't
want it grinding
toahaltwhileyourplayersgo,
"Waitaminute,
that can't be here!"
In
terms of atmosphere,
there
will times
you want the characters
to
feel "at
home" and
be able to
function
without
worrying about
strange
languages
and customs.
There will be
other times
when it's
integral to the adven-
ture that
the
characters
not understand the
culture
-
so
keep in mind where the charac-
ters are
from
originally,
and more impor-
4
tantly,
where they have
already been.
How Much Do You Know About
It?:
Your local library has reference material on
all
sorts of
places,
and
you
should
try to
familiarize
yourself with
the place you've cho-
sen
before
running an
adventure there. That
doesn't mean be an
expert
on it
-
but
you
should
at
least
know what the
local language
is
what
the terrain is
like,
what
some
of the
'
major
cities
are, etc.
What Time Period
Is It?:
As
you'll see
later
in
this book, the
'30s
was a turbulent
period. What year your
adventure
is
s~t
in can
make
a
big difference. For
example,
m
1934,
Iran
is
called
Persia
-
its name won't be
changed
until the next
year.
Ethiopia is an
independent kingdom for the first half of the
decade
and
under the control of Fascist Italy
for
the
~econd
half. Checking the history
sec-
tion of a country
in
any
encyclopedia will
give
you the
basics
you
need to know to choose a
time
period.
How Will
They
Get There?:
This is an
important
question. Some
countries
are
easy
to
get
in
and out
of
-
others,
like
Germany,
Italy,
Japan,
and
Spain
are
not
so simple.
Other places, like Tibet,
are closed
to foreign-
ers,
and special care
will have
to
be
t~ken
to
get across the border. Getting there might be
Introduction
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